Friday, September 20, 2019

Quick Start Rules 2


 

When taking an unopposed action based on a Skill or Attribute use the Check procedure against a Target Number 10. If the Check is an “All or Nothing” type, you’ll need an 11 or better result since a 10 is a Partial Success (not an All).


Challenge Procedure



·       Draw and Select Step: Both challengers draw one to four cards from the top of their Draw Deck, forming their Draw Hand. Do not mix these cards with your Buff Hand. Select one of your draw cards as your opening play. Place your full draw hand face-down in view of your opponent with your select card on top. When both players are ready, flip the selected top card face-up to activate.






Example: During a Fight Challenge, your figure scores a Draw total of five cards, one Neutral card and four bonus cards. However, you draw only the maximum four cards and add +2 to the figure’s Fight Combat Trait for the card that was not drawn.



·       Buff Step: Both players declare their starting totals by adding their card value to the figure’s appropriate Combat Trait. The player losing the Challenge (or the Reactive figure in a tied score situation) may declare and place a Buff Hand card face down atop his revealed draw card or may pass. The opposing player may do the same or pass. If either player buffs, then their opponent has a chance to do the same even if they previously passed. Afterwards Buff cards are revealed, and the updated scores declared.



·       Push Step: The player now losing the Challenge (or the Reactive figure in a tied score situation) may declare one Push token expenditure and take the top card from their Draw Deck placed face-down. The opposing player may do the same or pass. If either player pushes, then their opponent has a chance to do the same even if they previously passed. Push cards are revealed, and the final scores declared.



·       Discard Step: After a Challenge is resolved, a Caster may Morph (page 14) a single unused (face down) draw card, revealing both cards when they do so. Both players discard all their remaining draw cards, active and inactive, and any used buff cards, to end the challenge.




Check Procedure



·       Draw and Select Step: The checking player draws one to four cards from the top of their Draw Deck and selects one to compare against the Target Number. Add the card value to the relevant Combat Trait to determine your total.



A draw hand card total in excess of four cards replaces the extra cards with a +2 modifier for a bonus hand or ─2 for a penalty hand. Add this total to or subtract it from the relevant Combat Trait for each card that you will not be drawing.



If the Check is an “All or Nothing” type, you must exceed the Target Number; a Partial Success (equal to the TN) does not meet the “All” requirement.



·       Push Step: The player may expend one Push token and take the top card from their Draw Deck to add to their final score.



·       Discard Step: The player discards all their remaining draw cards, active and inactive, to end the check.



During Challenges and Checks, all Draw, Buff or Push Step effects are resolved within their own step and in the order described before moving on to the next step.





Challenge Outcomes



If the scores of the active and reactive figures are equal; both achieve a Partial Success. A defender will be affected by an attack, but the attack Severity shifts left ◄ one column. Partial Success is considered a failure in an “All or Nothing” (AoN) situation.



If the Active Margin of Success (MoS) is 1 or 2 points higher than the reactive score the active figure achieves a primary Success for the action being taken.



If the Active Margin of Success (MoS) is 3 or higher than the reactive score the active figure achieves a primary Success and one or more Edges (one for every 3 MoS).



If the Reactive Margin of Success (MoS) is 1 or 2 points higher than the active score the reactive figure achieves a primary Success for the action being taken (e.g. defending).



If the Reactive Margin of Success (MoS) is 3 or higher than the active score the reactive figure achieves a primary Success and one or more Edges (one for every 3 MoS).



The following general modifiers apply to Skill or Attribute-based Checks or Challenges.

·       Skill: Specialist [+], Expert [+ +] or Master [+ + +]; as listed on the Crew Card



·       Attribute Modifier: the notation that follows the skill rank symbol on the figure’s Crew Card or basic Cast, Def, Fight, Manv or Shoot modifiers



·       Special Abilities: any Special Abilities that modify the skill or Attribute



·       Injury: Draw penalty [‒] for a figure with less than ½ or @



·       Condition Effects C[─]: Draw card penalties and/or trait reductions that are currently on a figure



Detection Challenge or Check


A figure may not directly charge or target a hidden figure until that figure is successfully detected through a detection Challenge or a power effect. If the hidden figure attacks in the Line of Sight of opponents, they are revealed by the attack action to those opponents.


If an observer can trace a Line of Sight (LoS) to a hidden figure without crossing any Blocking terrain, you may take an “All-or-Nothing” Notice or Alertness detection Check. Notice is a compatible action (Cp). Alertness is a Free Action (). Other senses than vision may be used under conditions described on a figure’s Crew Card for that ability. 


A figure with the Stealth ability is skilled at remaining hidden on the field. This skill requires cover and concealment that a figure may move through or behind. Figures without the Stealth skill may hide but are automatically seen when they move.


          Apply the general modifiers (above) plus specific Skill modifiers for Notice, Alertness or Stealth and the following special modifiers

  •  ± Size modifier: Larger subject subtracts and smaller adds relative size
  •   Opposition Difficulty: An opponent’s skill at hiding an item or arming a trap increases the TN by +1 per Success or Edge achieved. A random difficulty may be assigned for pre-existing items by drawing a card and adding the F° value of the card.
  •    Concealment or Cover: [+] for a subject that is within or behind concealing terrain or behind hard cover but at least partially detectable



Note: Concealment (soft) and Cover (hard) will provide a [+] to a figure’s Defense. Hard Cover also adds a [+] to their Protection Check as well.


Hidden 


A “Hide” token is a marker used to designate a hidden figure on the field. Until detected, that figure may not be targeted for attacks or other effects of any kind requiring a Line of Sight (LoS). An Area of Effect attack will require another legitimate unhidden target within the Area of Effect (AoE) before it may be used indirectly against a hidden figure.


If players wish to add additional uncertainty to a figure’s hidden status, use decoy tokens to conceal the figure’s actual location. A sample set of tokens is included that has HIDE on one side and neither a blank face or ʘ on the reverse (two blanks and one ʘ makes a set). A token is subject to all the LoS and detection rules that apply to figures. When detected, flip the marker over to reveal the blank (then remove that token from the field) or ʘ side (then replace the token with the detected figure at the token’s location).


Once detected the figure loses the hidden designation against the detecting opponent but may remain hidden to other figures. This does not apply to attack actions that will reveal a figure to other figures that have Line of Sight to the attacker. Also note that LoS may be gained by a figure using power effects or senses other than vision.


Maneuver Challenge or Check


Use the Challenge procedure for two opposed Attribute or Maneuver traits; such as avoiding contact or dodging past an opponent. Success means the figure is free to move past the restraining figure.

Use the Check procedure against a fixed Target Number when trying to avoid a trap or an Area of Effect (AoE) attack. 

If the Maneuver succeeds take a ≥ 2” Move away from the Area of Effect center; gain +1” Move for each Edge (¢E) up to your basic Move rate or use an Edge to duck behind cover for a [+] Protection modifier.


Combat Challenge


Figures have the following actions to choose from in combat; Fight in hand-to-hand combat and Shoot at a target from a distance (right and far right columns). The target of an attack may use a Defense or Maneuver reaction to Challenge the attack (far left column). Challenge Draw Modifiers are integrated into one reference table since many of these are used repeatedly.


These modifiers apply to all figures on the field that can meet their prerequisites. These modifiers are not limited by the Stacking rule that applies to Crew Card effects. 


The card limit for all figures is one neutral card plus up to 3 bonus or penalty cards. Any bonus or penalty over 3 cards converts to a plus or minus 2 modifier to the relevant Combat Trait for each card above the 3-card maximum. Not every modifier applies to every Defense, Maneuver, Fight or Shoot action; only use the ones that affect a figure's declared action.

  • Size Comparison: The difference in figure sizes adds a bonus to smaller defenders and penalizes larger defenders but cannot be reduced below “0”.
  • Defender is Concealed: If the defender is within or behind concealing terrain gain a Draw card [+]. Hard Cover also grants a Protection [+]
  • Focused attack: If you swap your Move action for this action you gain a Draw card [+] and Effect shift but must remain stationary during the attack.   
  • Quick attack: If you use a Quick action or any attack while moving you lose a Draw card [‒]. Whenever Quick Shooting your maximum range is 12” or less if your effective range is less than 12”.
  • Damage loss exceeds ½ ╬ or  total: An across the board condition impairment for a [‒] Draw card
  • Condition Effect: A directly affected Combat Trait loses the specified Draw cards for that condition level on the Effects Table.
  • Maintaining a Sustained (∞) Effect: A caster that must sustain an ongoing power effect loses one Draw card [‒] per ongoing effect being maintained.
  • Target is Beyond 4” and a Shooter’s Mid-Range: When a target is at a distance beyond 4” and beyond ½ the shooter’s effective range, lose a Draw card [‒].
  • Defender is an Easy Target: A defender is at a Fight disadvantage if
  • the attacker has Reach but the defender doesn’t
  • the attacker is in an opponent’s “blind side” behind them
  • the attacker has a Touch effect weapon or power
  • the attacker is afoot above a prone defender
  • {±} Teamwork: gain a Draw card [+] for each active ally ≤ [+ + +] or

Thursday, September 19, 2019

Quick Start Rules 1




There are three classes of actions an active figure may use; Main (Mn), Move (Mv) and Compatible (Cp). On the figure’s Crew Card their abilities will often be preceded by these action codes to indicate the type of action required. You may also see the Free Action code (‒) or the Trigger Reaction code (‒) Trigger→.

Active figures may use one each of the three main classes plus an unlimited number of Free and Reaction classes depending on the attacks and triggers encountered each turn.


Main Actions


Main Actions (Mn) are actions that may be used for attacking (Basic, Quick or Focused) or assisting another figure’s attack (Teamwork or Combined Attacks).

  • Basic (Mn) a deliberate effort to overcome the defense and strike
  • Focused (Mn and Mv) A combined action receives a [+] Draw card and a bonus Effect shift
  • Quick (− or ) a free or triggered strike receives a [−] Draw card
  • Teamwork adds a support bonus card [+] to a primary attacker from another attacker in exchange for their Main action. The benefits of teamwork are described below. 
When a figure has an opponent within the reach of a fighting attack, they may use a strike option.

When a figure has an opponent within the range of a ranged attack and in Line of Sight, they may use a shoot option. LoS crossing a figure’s base blocks targets beyond it unless the shooter is adjacent (base-to-base).


Combat skills represent a figure’s attack ability with the weapon in hand. This is usually a skill card draw for a [+], [+ +] or [+ + +] at specialist, expert or master rank or a dash symbol for basic familiarity. Add any Special Ability or Power Effects modifiers on the figure’s Crew Card to these values.


Weapon or Effect Profile as it appears on a Crew Card (// are used as dividers only)

  • ♣ Tech Scale (1 – 10) or Source (♣, ♦, ♠, ♥)
  • Weapon Type or Power Effect’s Title
  • Fighter’s Skill Rank and related card draw; ‒, [+], [+ +], [+ + +]

  • Reach »0”, »½”, »1” or »2”  <or> Range »4” or more
  • Force number (1+) and Severity Code: Very Low (VL), Low (L), Medium (M), High (H) or Very High (VH); an All or Nothing (AoN) effect has no column code versus (↔) an Attribute for a Resistance Check (Acts, Body, Mind or Soul) or Armor for a Protection Check (dp physical or de energy).       
  •  Special Abilities: Any special abilities linked to the weapon

Special Abilities will have a title and their application requirements next to the figure’s related Combat Trait on the front of the Crew Card. 


Additional Main Action rules 


Fighting Reach

An attack’s reach represents the threat zone of the weapon. Reach 0 attacks adjacent zones. Reach ½” to 2” extends the additional inches within the fighter’s 180° frontal zone. This represents the figure’s control zone for melee; figures that pass through without engaging them in combat may be subject to a free quick strike (a Wild Strike). The moving opponent may Defend but not Counterattack versus a Wild Strike.


When a figure is moved into fight contact, they must stop moving when they enter the frontal zone of an opponent’s reach or when they have their opponent within their reach. An opponent beyond this distance cannot be attacked but if you’re inside the opposing reach you may be attacked. An inside Reach advantage occurs when an attacker is two Reach lengths (0”, ½”, 1”, 2”) below the longer weapon.


A figure that engages an opponent at a reach disadvantage may use the “Move ≤ 2” Edge as a swap for their primary success (assuming they win the Fight Challenge). They may then use their first Edge for their primary strike afterwards.


A Move ≤ 2” Edge may also be used to open reach distance and to move to the left or right of an opponent’s position, but not around behind them since they may use a free action to keep at least one opponent in front of them. 


Charging figures do not have to stop at an opponent’s reach distance but may continue moving until they are at their own strike reach or they may enter an opponent’s location  triggering a Slam Challenge. 


Disengage from a Fight
 An unrestrained figure may move away from an opponent when active. Their opponent may react with a Quick attack (‒) unless they are also engaged with a another figure. The disengaging figure may use either their Def or Manv modifier. A “Move ≤ 2”  Edge disengage does not trigger a Quick attack.


Shooting Range

The [‒] modifier for beyond mid-range applies to shooting and throwing attacks beyond a 4” range; ranges less than or equal to 4” are unaffected. This modifier does not apply to the range of Power Effects at all. Casters control their targeting through concentration so they are not subject to the physical factors that can influence missile accuracy.


Quick Shot

The Quick attack [‒] modifier also applies to a shooter in or on a moving vehicle, mount or similar platform. All weapons may Quick shoot out to a maximum 12” range (or their effective range if less).


Area of Effect Attacks

An “area of effect” (AoE) attack simultaneously affects all figures within that area. These attacks are directed at a point of ground. The center of the effect (ground zero) must be within the attacker’s range.

  • Diameter: An effect that extends across its’ limit in inches in a 360° sphere. On a Crew Card the notation appears as burst symbol plus inches; ☼”.
  • Cone: The caster is at ground zero with two markers placed the width of the cone between them, forming a triangle. On a Crew Card the notation appears as a triangle length + width; »” vw”.
  • Pulse: The caster is ground zero with a 360° radius of effect around their self out to range-inches. A semi-circular pulse is the same but with a 180° arc. On a Crew Card the notations appear as a 360° circle »” ⸨☼⸩ or a 180° semi-circle »” ☼⸩⸩

The attacker Checks first against a point of ground target at Target Number 11 (an “All or Nothing” attempt); apply any Cast or Shoot modifiers, as appropriate.


A power effect uses Cast skill and your Cast modifier; a grenade toss uses your Throw skill and your Shoot modifier. An aerodynamic missile uses your Shoot ability but a non-aerodynamic one uses your athletic Maneuver ability (i.e. Lift and Toss).


Attack Scatter

If the attack fails, the defender may shift the target point by 1” for each Margin of Failure result up to a maximum of one-half the total attack range. A cone may be shifted by 1” left or right at its’ farthest end by ≤ ½ MoF. A pulse does not scatter. 


Avoidance Maneuver

All figures inside the AoE that had the attacker in their Line of Sight (LoS) may take a Maneuver Check to dive for cover; their Target Number is 10 + Attack Margin of Success (MoS). If the attack missed the target point, the MoS = 0.


If the Maneuver Check succeeds, a figure may use their first success for a ≤ 2” Move, adding +1” per Edge scored or using one Edge to duck behind hard cover for a [+] Protection modifier. Dropping prone is a free action but doesn’t help without cover.


Any figure remaining in a clear AoE after the Maneuver Check is hit. Proceed to the Protection or Resistance Check procedure for each affected figure.


Teamwork

A team working a Challenge together gains two benefits. During Step 1, support figures give up their Main action to grant a [+] Draw card to the designated primary attacker on the team, up to a maximum    [+ + +]. In return the entire team may use the alternating attack Edge. The primary attack hits first, then any extra attacks may be alternated among the team members at a cost (¢E) of one Edge each.


Combined attack or defense is a variation on Teamwork that allows figures to choose the best Force values and extensions (i.e. bonus cards and effect shifts) in a group effort to attack an opponent or protect the group’s members. This is not stacking but the selection of the best Force value, card effect, column and row shifts for the attack, protection or resistance values within the group acting together.




Move Actions (Mv) are actions that may be used to re-position a figure at Move, Run, Rush or Crawl speeds, use quick ½Move actions and Interactions with other figures or objects on the field. Using higher move rates means swapping out all or portions of your Main action

Unless specified otherwise on a figure’s Crew Card the basic Move ground speed is 6”.

  • Run: This increases the Move rate by one-half (i.e. 9”) but decreases your Main attack by a [−] draw card. You may use Teamwork if the opponent is in range or reach.
  • Rush:  This increases the Move rate by an additional full Move  (i.e. 12”) but you lose your Main attack and may not use Teamwork.
  • Crawl: You may move prone in all terrain types up to 2”; you may not Run or Rush.

·       Interaction: This broad class of activity includes all actions involving another figure, an item or a field location. The cost of the interaction varies and is specified for each one where that action is described.



·       ½Move: These are actions that can be combined with other Half-Move actions; Stand up from a prone posture, Lock or Unlock a door, window, hatch or safe, Mount or Dismount from a mount or other transport. The other Half-Move can be a standard Move (6”), Run (4½”) or Rush (6”).



·       Transport: When using transport, you swap your own Move for that of the transport; they do not stack together. Passengers may Move ≤ 4” (Rough terrain) while being transported but may not Run or Rush inside or on a moving vehicle. . To mount or dismount from transport takes ½Move.  



Compatible Actions


Compatible Actions (Cp) are actions that may be used in conjunction with another action that is not a Compatible Action (i.e. a Main or Move action). These include a detection attempt, issue a command, similar short actions that will not interfere with the Move or Main action being used simultaneously.


Free Actions (−) are also compatible but do not require you to use your one available Compatible action. These include dropping an item or falling prone (let gravity take over), or switching available effects by simply declaring an available one (this includes switching carried gear or weapons).


Reaction includes a quick action triggered by an occurrence, such as an attack. The Defense reaction is the most common but this could also include a Trigger Reaction due to some other event.


Wait: An activation that is used later in a turn sequence as a timing tactic or to attempt to interrupt an opponent’s action.


Pass occurs when a figure takes no actions during a turn but may start the next turn on “Wait” and gains an Initiative draw discard and one re-draw.


Defense or Maneuver


Whenever a figure is attacked by a Cast, Fight or Shoot action they may use a free (−) Defense or Maneuver reaction. If they are Inactive, use the Check Procedure (page 12) and they may be hit by any 10 or better result but may not Defend or Maneuver.



The Challenge procedure is used to resolve defense or maneuver. A defender’s Challenge succeeds if it equals or exceeds the attacker’s Challenge total.


Special Abilities for Defense or Maeuver will have a title and their application requirements next to the figure’s Def or Manv Combat Trait on the front of the Crew Card. 


Counterattack

Attacking is not without risk. If a defender’s score equals or exceeds the attacker’s score and basic Defense Combat Trait, the defender may counterattack. To be used in a counterattack, a Fight attack must have reach and a ready weapon while a Shoot attack must have a target in Quick attack range and a ready loaded weapon.


If the conditions above are met, then the initial attacker has been hit. Any additional Edges accumulate after taking the initial attacker’s Defense score as the starting point.


Example: A defender with a score of 23 beats an attacker with a score of 14 and a Def 6.

A counterattack hits the attacker. The 9-point Margin of Success reduced by a Def 6 leaves the defender with 3 remaining points that are good for one Edge of their choice.


Movement and Terrain


An active figure may move up to its Move rate by any method available to it. Move rates may be measured across the field in inches, hexes or spaces. When measuring always begin and end the measure at the same point on a figure’s base to avoid adding the base width to the total move.


Figures may change direction freely while moving and may end their move facing in any direction. Figures have two positional facings; a 180° front facing reaction zone and a 180° rear-facing “blind side”. Facing affects detection checks and reactions.


A figure may cross over the base of allied figures while moving but may not cross the base of opposing figures. Whenever a figure moves within an opposing figure’s fighting Reach without engaging that figure, they are subject to a Wild Strike.


Terrain conditions can reduce a figure’s Move rate and detection zone. Ground terrain is classified as Clear, Rough, Difficult or Impassable. For line of sight (LoS) it is Open or Blocked to detection attempts.


Clear Terrain causes no loss of movement and is Open for Line of Sight.


Rough terrain is terrain than can trip a figure, forcing them to slow down. A figure loses one-third of their Move rate when moving within, but not when exiting, this terrain.

·       Examples of Rough Terrain include a furnished room, a moderate incline or stairs, an orchard, a forest of spaced vegetation or shallow water.



Difficult terrain is potentially hazardous to a moving figure, slowing them down by two-thirds of their Move rate when moving within, but not when exiting, this terrain.

·       Examples of Difficult Terrain include a swamp, thick mud, treacherous ice, dense forest or jungle, a steep incline or ladder, or a slippery stream crossing.



Rough or Difficult terrain may be used as concealment or cover if players agree to this or a scenario describes those effects; otherwise rough or difficult terrain is Open to detection.


Impassable: An obstacle that cannot be crossed by ground movement.

·       Examples of Impassible Terrain: a cliff, chasm, lava or waterfall.



Whenever reducing distance due to terrain, take the modifier once for the total Move rate but not for every inch, hex or square. If both terrain modifiers apply, take the worse one only. When dealing with fractional remainders; ⅓ inch rounds down and ⅔ inch rounds up. If you start in reduced move terrain but immediately exit it, the penalty is ignored.


Meta-Speed

Some figures may use a Move surge when moving along a straight path. On their Crew Card these boosted Move rates appear as a succession of multiples of their basic Move rate; starting at x1½ Move, then x2 Move, x3 Move, etc.


If a figure using their surge Move rate has to deviate from their straight line by more than ½ their figure’s base width (i.e. ½”) to veer around an obstacle or turn 45° to 90° off-course, they must decelerate by one Move multiple each occurrence; so that two separate deviations from the straight path equals a two multiple loss to their Move.


Example:  A figure with four Meta-Speed ranks has a Move of 9 -12 -18 -24” along a straight path; one deviation will drop their maximum Move to 18” and two deviations will drop it to 12”.


Once the figure’s path has been used to determine their maximum Move rate, the move action itself is handled normally. Entering and crossing rough or difficult ground reduces the figure’s Move by ⅓ or ⅔ of their distance for each Move multiple that is taken in the reduced movement terrain.


Obstacles provide vertical concealment and cover. Short obstacles (Size 2 or about one-half the figure’s height) require a ½Move to cross. Tall obstacles (Size 3 or 4) require a full Move to cross. 

Soft obstacles, such as bushes or smoke, are treated as Rough terrain for movement through them.

Dense obstacles, such as hedgerows or jungle, is Difficult terrain for movement through them.


Soft obstacles allow attacks to pass through them. These obstacles provide Concealment worth [+] for Defense.


Hard obstacles are defined as barriers that may stop an attack from passing through; they provide Concealment [+] for Defense and Hard Cover [+] for Protection Checks.


Figures may hide behind obstacles, requiring a detection Challenge success before they can be attacked (page 21). If the figure is fully covered and not observing out from Hard Cover the cover may be declared as detection Blocking terrain.


An attack Line of Sight (LoS) must cross into or through an obstacle for it to be considered as concealment or cover. If the attacker is adjacent to the obstacle these benefits are cancelled if that attacker may observe over or around it.


A figure may also use climbing, jumping and swimming to move over appropriate terrain. The basic rate is ⅓ Move distance. The action cost is a full Move for the climb and swim options and ½ Move for the jump action.

When completed these rules will become a document available in the Rules Download Link at the top of this page. Next I'll post the second half of this Quick Start rules system.